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FreeSpace Releases => Asset Releases => Topic started by: Galemp on December 22, 2018, 02:12:38 pm

Title: RELEASE: Railgun Bombers
Post by: Galemp on December 22, 2018, 02:12:38 pm
(https://fsnebula.global.ssl.fastly.net/storage/a5/ee/264d417ac0cbe999a17ccb714f80581f9aa5d73fc3a4c3af79426179ef36.png)

For your consideration, I've taken an old and moldy mod, dusted it off, and given it some new toys and friends to play with them.

GTB Surt by Aldo

GTB Hera by the Earth Defense team

GVB Imset by Woomeister

GVB Menhit by Sesquipedalian

SB Taurvi by the MediaVPs team

Railguns by Galemp

Also comes with a demo mission in the tech room.

GET IT ON KNOSSOS NOW (https://fsnebula.org/mod/railbombers)

Happy Christmas!
Title: Re: RELEASE: Railgun Bombers
Post by: Galemp on December 22, 2018, 02:15:29 pm
Known issues:


Maybe this package will inspire a coder to address these.
Title: Re: RELEASE: Railgun Bombers
Post by: Nightmare on December 22, 2018, 03:01:58 pm
Oh that's a sweet surprise! Along with the other neat things, just today I took a look at the old Surt for the first time after several months and thought "it'd be awesome if somebody could make a version with a couple more polies" - and a couple hours later I already got one. :D

Happy Christmas!

Happy Christmas you too! :)
(Even though it's still 2 days)
Title: Re: RELEASE: Railgun Bombers
Post by: Nyctaeus on December 22, 2018, 06:01:26 pm
Updated Surt is indeed a welcome surprise. After release of Hera, I throught this thing will forever be forgotten and rest on the graveyard of old and abandoned models. Awesome release :yes: !
Title: Re: RELEASE: Railgun Bombers
Post by: Galemp on December 22, 2018, 06:12:05 pm
Does that mean Inferno is going to straighten out their nomenclature?
Title: Re: RELEASE: Railgun Bombers
Post by: General Battuta on December 26, 2018, 05:50:57 pm
Wut
Title: Re: RELEASE: Railgun Bombers
Post by: Nightmare on December 26, 2018, 07:32:38 pm
I think the Hera (ED) is listed as Surt because there's another Hera in INFA.
Title: Re: RELEASE: Railgun Bombers
Post by: Colonol Dekker on December 27, 2018, 07:28:31 am
Do these work like homeworld corvettes now?
Title: Re: RELEASE: Railgun Bombers
Post by: QuakeIV on January 03, 2019, 10:02:08 pm
My only criticism is the railguns dont seem to be very good.
Title: Re: RELEASE: Railgun Bombers
Post by: Nightmare on January 03, 2019, 10:07:30 pm
You mean the weapon models, right? Those have indeed some space for improvement; they are IIRC the same ones that came with the original release by Aldo in 200X... I have a smoothed version of them with better placement of the thrusters... but it should probably be replaced entirely.
Title: Re: RELEASE: Railgun Bombers
Post by: Galemp on January 04, 2019, 12:23:22 am
QuakeIV: I've tried to balance them against the Cyclops and Helios in terms of damage output per second. I know they feel underpowered for what they are, but they really aren't, compared to other weapons.

You mean the weapon models, right? Those have indeed some space for improvement; they are IIRC the same ones that came with the original release by Aldo in 200X... I have a smoothed version of them with better placement of the thrusters... but it should probably be replaced entirely.

I... don't understand what you're talking about here.
Title: Re: RELEASE: Railgun Bombers
Post by: Nightmare on January 04, 2019, 02:43:45 am
mis-rail1-4.pof, the ones used for the weapon effect are the same ones as during the initial release of the Surt weren't particular good-looking when I used it last time (which was quite a long time ago, actually).
Title: Re: RELEASE: Railgun Bombers
Post by: Galemp on January 04, 2019, 11:31:35 am
Oh those. Yeah, you literally never see them so I don't care. They're travelling 1500 m/s and are tiny. I would have just used a primary blob and bitmap, but decided to add a glowpoint instead.
Title: Re: RELEASE: Railgun Bombers
Post by: Nightmare on January 04, 2019, 11:51:19 am
:warp: Probably came from an old experiment were they were slower, my bad.
Title: Re: RELEASE: Railgun Bombers
Post by: Colonol Dekker on January 04, 2019, 12:17:57 pm
I've not had a chance to try this yet.  Any footage?  :)
Title: Re: RELEASE: Railgun Bombers
Post by: Galemp on January 04, 2019, 02:46:32 pm
No footage but there is a demo mission in the tech room, just a simple cruiser duel. Here's P3Ds of the Vasudan bombers.


Title: Re: RELEASE: Railgun Bombers
Post by: Goober5000 on September 26, 2019, 11:34:57 am
Finally got around to playing this.  Nice work!  Made me feel like I was flying an A-10. :)

I really liked the type 1 and type 2 railguns, but the type 3 seemed wrong.  Probably because I was expecting a rumbling DAKKA and instead got a pew pew pew.  Also the shudder effect managed to land in the uncanny valley for some reason.

Do you have numbers on damage-per-second and damage capacity per bank?  I'd like to compare these to the existing bombs and missiles.
Title: Re: RELEASE: Railgun Bombers
Post by: Nightmare on September 26, 2019, 08:32:01 pm
Just one note- the Vasudan testing mission that comes along with the knossos package is still for multiplayer.
Title: Re: RELEASE: Railgun Bombers
Post by: Galemp on October 16, 2019, 12:15:34 pm
Just one note- the Vasudan testing mission that comes along with the knossos package is still for multiplayer.

Yeah, I meant to convert that to SP along the lines of the Terran mission but got worn out and decided not to bother, that the Terran version was good enough. :doubt:

I really liked the type 1 and type 2 railguns, but the type 3 seemed wrong.  Probably because I was expecting a rumbling DAKKA and instead got a pew pew pew.  Also the shudder effect managed to land in the uncanny valley for some reason.

New SFX would be very welcome.

Quote
Do you have numbers on damage-per-second and damage capacity per bank?  I'd like to compare these to the existing bombs and missiles.

This has been gone over in the SA internal thread but here's my notes as of 2/25. I can't guarantee these are the stats in the version on Knossos.

Code: [Select]
; ----------------------------------------------------------------------------------
; Railguns
;
; Type 1 Railgun is statistically identical to five classic Maxim gunpoints, but has the Huge flag and can kill capital ships.
; Type 2 Railgun is supposed to deal as much damage as a Cyclops in the amount of time it takes to attain aspect lock and fire the weapon, i.e. the amount of time you need to fly in a straight line toward your target.
; Type 3 Railgun is like Type 2 but with Helios levels of damage.
$Name: T1 Sickle
+Title: GTR-1 Sickle
+Description: ;Same stats as 5xMaxim but is Huge and can kill capships
Armor Piercing
Moderate Hull Damage
High Subsystem Damage
$end_multi_text
+Tech Title: GTR-1 Sickle
+Tech Anim: Tech_GTM_MX-6_Tempest
+Tech Description:
The original Maxim gun proved highly popular by pilots and tacticians for its incredible range, pinpoint accuracy, and extreme damage. The caliber of the weapon proved too much for fighters to handle, with weapon recoil shaking the smaller craft to pieces and causing severe maintenance issues. Unwilling to strip down and rebuild entire wings of fighters after every mission, an entirely new weapons system was commissioned around the concept of sustained high-velocity long-ranged cannon fire. Codenamed Sickle, Type 1 railgun shells are designed with the same ultra-dense depleted uranium armor-piercing capability, and are highly effective against insulated subsystems. These shells can only be fired from dedicated bombers developed specifically for the railgun technology.
$end_multi_text
$Tech model: gun-rail1-tech.pof
$Model File: mis-rail1.pof
$External Model File: gun-rail1.pof
$Submodel Rotation Speed: 5.0
$Submodel Rotation Acceleration: 6
$Mass: 0.08 ;Maxim 0.08
$Velocity: 1800.0 ;Maxim 1800
$Fire Wait: 0.2 ;Maxim 0.15
$Damage: 70 ;Maxim 20
$Blast Force: 0.0
$Inner Radius: 0.0  ;Armor piercing, so impact only
$Outer Radius: 0.0 
$Shockwave Speed:
$Armor Factor: 1.0 ;Maxim 0.8, so 16 ea. or 106.7 dps
$Shield Factor: 0.15 ;Maxim 0.2 equal to 26.675
$Subsystem Factor: 0.85 ;Maxim 1.0 at 133.3 dps, this weapon 160 DPS, better than Maxim or Trebuchet (140)
$Lifetime: 1.5 ;Maxim 1.5
$Energy Consumed: 0.0
$Cargo Size: 0.3
$Homing: NO
$LaunchSnd: 81
$ImpactSnd: 85
$FlyBySnd: -1
$Rearm Rate: 15
$Flags: ("shudder" "player allowed" "huge" "external model launcher")
$Trail:
+Start Width: 0.1
+End Width: 0.2
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.3 
+Bitmap: trail_white
$Icon: icon_rail1
; $Anim: gun-rail1-tech
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 2.0

$Name: T2 Scimitar
+Title: GTR-2 Scimitar
+Description: ;Has a blast which deals double damage, fires a bit slower
Explosive Shells
High Hull Damage
Moderate Subsystem Damage
$end_multi_text
+Tech Title: GTM MX-6 Tempest
+Tech Anim: Tech_GTM_MX-6_Tempest
+Tech Description:
Type 2 railgun shells, codenamed Scimitar, are packed with conventional explosives to shatter warship hulls of any type. Simulations predict the average Scimitar strafing run to be almost twice as effective as the Maxim gun against armor, with sustained fire dealing equivalent damage-over-time as the Cyclops torpedo. Unlike conventional bombs, dumbfired railgun shells are immune to electromagnetic countermeasures and interception. Armor-piercing Type 1 shells excel at subsystem disruption, but are outclassed by explosive Type 2 shells in raw power.
$end_multi_text
$Tech model: gun-rail2-tech.pof
$Model File: mis-rail2.pof
$External Model File: gun-rail2.pof
$Submodel Rotation Speed: 5.0
$Submodel Rotation Acceleration: 6
$Mass: 0.1 ;Maxim 0.08
$Velocity: 1800.0 ;Maxim 1800
$Fire Wait: 0.25 ;Maxim 0.15, so damage 1.33x maxim
$Damage: 50 ;Maxim 20, w/blast effectively 40
$Blast Force: 0.0
$Inner Radius: 8.0 
$Outer Radius: 10.0 
$Shockwave Speed:
$Armor Factor: 1.0 ;Maxim 106.7 DPS, this gun 200 DPS (inc. blast) equal to Cyclops 2000 damage w/ firewait of 20
$Shield Factor: 0.15 ;30 DPS inc. blast, slightly more than Maxim
$Subsystem Factor: 0.5 ;Maxim 133.3 DPS, this gun 100 DPS (inc. blast)
$Lifetime: 1.5 ;Maxim 1.5
$Energy Consumed: 0.0
$Cargo Size: 0.375
$Homing: NO
$LaunchSnd: 81
$ImpactSnd: 85
$FlyBySnd: -1
$Rearm Rate: 12
$Flags: ("shudder" "player allowed" "huge" "external model launcher")
$Trail:
+Start Width: 0.1
+End Width: 0.2
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.3 
+Bitmap: trail_yellow
$Icon: icon_rail2
; $Anim: gun-rail2-tech
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 10.0

$Name: T3 Scythe
+Title: GTR-3 Scythe
+Description:
Antimatter Shells
High Hull Damage
High Subsystem Damage
$end_multi_text
+Tech Title: GTR-3 Scythe
+Tech Anim: Tech_GTM_MX-6_Tempest
+Tech Description:
The experimental Type 3 railgun shell, codenamed Scythe, is a microscopic pellet of antimatter suspended in a magnetic containment field. The cataclysmic annihilation of matter and antimatter makes the shells equally devastating against hulls and subsystems, but tends to wash over shields.
$end_multi_text
$Tech model: gun-rail3-tech.pof
$Selection Effect: FS1
$Model File: mis-rail3.pof
$External Model File: gun-rail3.pof
$Submodel Rotation Speed: 5.0
$Submodel Rotation Acceleration: 6
$Mass: 0.16 ;Maxim 0.08
$Velocity: 1500.0 ;Maxim 1800
$Fire Wait: 0.3 ;Maxim 0.15, this weapon 4.0 s/s
$Damage: 60 ;Helios deals 226.67 hull DPS not including blast.
$Blast Force: 0.2
$Inner Radius: 10.0 
$Outer Radius: 20.0 
$Shockwave Speed: 100 
$Armor Factor: 1.0 ;225 DPS just under Helios 226.67
$Shield Factor: 0.02 ;25 DPS w/blast, slightly less than Maxim
$Subsystem Factor: 0.75 ;191.25 DPS just under Helios 192.67
$Lifetime: 1.25 ;Range of 1875, Helios is 1950
$Energy Consumed: 0.0
$Cargo Size: 0.45
$Homing: NO
$LaunchSnd: 81
$ImpactSnd: 88
$FlyBySnd: -1
$Rearm Rate: 10
$Flags: ("shudder" "player allowed" "huge" "external model launcher")
$Trail:
+Start Width: 0.1
+End Width: 0.2
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.3 
+Bitmap: trail_teal
$Icon: icon_rail3
; $Anim: gun-rail3-tech
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 3.0
Title: Re: RELEASE: Railgun Bombers
Post by: General Battuta on October 16, 2019, 06:25:33 pm
For your damage equivalence calc, did you remember that all bombs do double their tabled damage due to shockwaves? I see the larger railguns do have shockwaves too (...right? that's how splash damage but 0 defined shockwave speed works? maybe?) so maybe you balanced it that way on purpose.
Title: Re: RELEASE: Railgun Bombers
Post by: Nightmare on October 16, 2019, 07:35:32 pm
Yep, that was taken into account.